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MyCharacter

A bunch of systems I am currently working on

Character Controller using a HFSM

Questing System

  • Data Driven Design (using Scriptable Objects)
    • Easy to create quests, edit requirements, steps, rewards all from Unity inspector
  • Flexible Events Systems that is easily pluggable
    • As an example, the Quest system is configured to work with the Inventory System using a simple script

Save System

  • Save & load game data using JSON files
  • Easily configure data to be saved
    • As an example, the Save system is configured to save Inventory data & some Player Data
  • Multiple Saves supported
  • Separation of concerns so that serializing method, data persistance method can be easily swapped
  • (TODO) Encryption
  • (TODO) Cloud Save Option

Inventory System

  • Separation of Concerns between Inventory data and UI
    • Able to have multiple inventory views. Sample has one view for hotbar and one view for a full inventory which can be toggled.
    • Sample hotbar with hotbar selector, allows using selected item (if custom item behaviour is created for it)
  • Easily load inventory from static data
  • Drag and drop to move items around
  • Add/remove multiple items at once
  • Adhere to stack limit for items

Item System

  • As for now, part of the Inventory System
  • Item Database Scriptable Object holds a list of all item data (scriptable objects) in the game
  • ItemUtils allows retrieval of item data (SO) or item behaviour scripts

Item

  • An item can have 2 parts: The data (Scriptable Object) and the behaviour (optional C# script)
    • Creating an item is as simple as creating a ScriptableObject for it and adding it to the Item Database
    • Able to create custom item behaviour script for it if needed (e.g. to implement functionality when item is used)

Custom Notification Pop up system

  • 2 second timer
  • Allows multiple pop ups

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